HPL3/Level Design/Working with Primitives
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Revision as of 11:25, 30 July 2026 by TiMan (talk | contribs) (TiMan moved page HPL3/SOMA/Level Design/Working with Primitives to HPL3/Level Design/Working with Primitives)
Primitives
Primitives are basic geometrical objects that can be used to shape up map geometry along with Static Objects
General Parameters
- Name: Name of the primitive.
- Position: 3D Vector storing the position in world of the primitive pivot.
- Rotation: 3D Vector storing the rotation.
- Scale: 3D Vector storing the scale of the primitive.
Primitive Specific
- Material: Material file for the primitive.
- Collides: If enabled, the primitive will keep entities (player included) from getting through it.
- Cast Shadows: If enabled, the primitive will cast shadows when illuminated by a properly set up light.
Plane Specific
- Tile amount: amount of repetition of the texture along the axes. The less, the bigger the texture pattern will look.
- Tile offset: offset on the texture coordinates.
- Texture angle: rotation of the texture applied on the plane.
- Align To World Coords: if enabled, texture coordinates will be set according to world coordinates. Useful to get seamless floors/ceilings made out of several planes.